Zitat
Inspired by the 'Master Altis' and 'MCC Templates' in the vanilla game. I have created what I see as the ultimate template for a more modern and modded ArmA 3 game. The idea behind these missions is to set up a whole bunch of default parameters quickly and easily at the beginning of the game. That way Game Masters don't have to spend so much time setting up difficulties, spawn points, ammo boxes etc. Zeus / MCC missions can begin as quickly and as easily as possible. It is still worth Game Masters to quickly review the Mission Settings in MCC before the game begins, but they are set to how my group mostly plays and enjoys with minimal UI interference and a challenging but not over powering GAIA difficulty setting.

- Admin has option to lock to 1st person only in the mission parameters regardless of game difficulty.

- Initial Spawns are set to random. No need to log in as Zeus for MCC players, initial spawns will be created automatically. Or you can log in as Zeus and set initial spawns the option is left to you.

- All mods and addons allowed. You can run any additional mods you like.

- Players will respawn with the exact same gear they died with (for push and survival missions). No need spawn Arsenals at base if you don't want to.

- 60 second Respawn time for infinitry, 120 second respawn time for vehicles to punish death a little bit more.

- All squad members have same radio frequency by default (Task Force Radio), teams just select what channel they want on the num pad and all players will be automatically synced up. No messing around with radios trying to get the right frequencies.

- Set a channel in your teamspeak somewhere spelt exactly 'TaskForceRadio' with password '123' to enable hardcore Task Force Radio mode. Believe me this is well worth checking out.

- Group leaders will not spawn with a long range radio, preventing dropping backpack on respawn. (Task Force Radio)

- Mission features US Army and Russian Forces from RHS Escalation and a Independant Faction from Leights OpFor or RHS Escalation depending on the mission.

- Currently uses the ACE 3 basic medical system.

- Roles are locked at lobby selection. Medics bandage faster and only Medics can Epi Pen and Blood Bag, Engineers get bonuses while repairing vehicles, Explosive specialists get bonuses for using explosives.

Zitat
v1.10
- Fix ALL unnecessary mandatory addons due to poor porting of the mission to additional maps.
- All missions should be totally standalone only requiring the bare minimum addons to run that mission.
- README text added.

v1.09
- Tactical Lingor Standard and Advanced Added
- Tactical Esseker Standard and Advanced Added
- ALL Missions date now June 14 2030 making all missions a full moon (Except Tactical Thirsk Winter - Which is a winter date but still full moon)
- Minor MCC Settings Changes
- Fixes to some player models
- Tactical Advanced Missions - Medical System modified so that Morphine now removes pain not just temporarily suppress it.

v1.08
- Advanced wounds enabled in Advanced Missions
- Surgical kit and PAK will not be removed upon use in Advanced Missions
- Surgical kit can be used anywhere on the battlefield, PAK still requires Med Vehicle or building
- MCC Settings changed to more streamlined ACE 3 use on all missions
- Some role names changed
- Better balancing in mission settings for both Standard and Advanced missions

v1.01
AGM support replaced with ACE 3 support.
1st person lock in parameters now includes vehicles not just infantry, this is still 100% optional in parameters.
Explosive specialists have now been replaced with RHS suitable classes
Tactical Namalsk, Tactical Podagorsk and Tactical N'ziwasogo maps added
Bug fixes